The fast, weak attack or the slow, powerful attack?

LITE992

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In any game with balanced weapons/attacks, it appears to tradition to have one weapon/attack fast, yet weak, and the other to be the opposite: slow, but quite powerful. Both have their advantages, trimming health away steadily or perodically taking out chunks of health. I prefer the former, because I find it more flexible.
 

BboyGrylls

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I prefer the faster attacks, if you have 1 slow attack that takes about 2-3 seconds to land .. and you can hit faster attacks in JUST under a second then you can potentially do more damage in the time it takes for the other hard hitter to land 1 attack.

Say in the space of 5 seconds you have a Knight class (you may recognize the moves) that's based on power, and a summoner dual sword class that's based on speed.
remember ... this is all in the space of 5 seconds

Knight attack: Carnage
Attacks: 3
Damage: 5000-6,500 per hit.
Lowest possible overall damage: 15,000
Highest: 19,500
and it could be anywhere in between
------------
Summoner attack: Devil Swing
attacks: 8
Damage: 2000-3000 per hit
Lowest possible overall damage: 16,000
Highest: 24,000

in most games i play that allow these kind of upgrades, I notice that there's no point using your strong attacks once your weaker, faster ones are fully upgraded ... because if we're talking about DOT ... speedy attacks usually pile up more for you in the end .. + less frames on the cancel/startup means that you can stop and get the hell out of there faster, rather than trading blows in mid attack.

.... better drink my own piss
 

Dogstile

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I like faster attacks. Playing street fighter has taught me that slow, hard hitting attacks are worthless if your opponent hits you before it connects, stopping your attack.
 

Jodah

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Depends if real time dodging is applicable. If the enemy can actually dodge a hit before it connects (outside of RNG dodging of course) you can't beat fast attacks. Otherwise I usually go for the slower ones.

Also it depends on if armor to mitigate said damage is percentage based or a flat number.
 

MercurySteam

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If the warrior class in DA2 taught me anything, it's that mages' powerful spells and rougue's fast attacks > warrior's slow brute force attacks.
 

crepesack

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In every game the faster attacks always trumps the power hits. You get maneuverability with fast attacks and you also get more consistent damage. You don't have to worry about landing every hit since you deal so many.
 

Stall

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The slow, yet powerful. It is so much better simply because its infinity more fulfilling to take out a huge chunk of your enemy's health bar at once than to chip away at it. I especially love it in Demons Souls, with weapons like the great axe or Dragon Bone Smasher... seeing your character laboriously swing these massive weapons and watching as your enemy careens backwards from the sheer force of the blow never gets old. The same goes for magic as well, in any game. Nothing is more satisfying than blowing the shit out of your opponent with one well-placed fireball.
 

viranimus

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Nov 20, 2009
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In video games? Faster attacks. The reason why is that they are balanced improperly to favor martial arts styles... cause.. well it looks better.

In a real life fight? Power. Ive fought several "Martial artists" who throw half a dozen punches and kicks in the time it takes for me to land one shot that takes them out.

In a fight Size & Power > Speed and agility.
 

KefkaCultist

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Fast attacks for me. Always gone with that no matter the game. RPGs I'm usually a rogue or something and in Fighting games I always pick the quick & agile over the power houses.
 

DustyDrB

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Jan 19, 2010
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Me? Well I go for...

....there's a pulsating uterus above me.

*pries his eyes away*

Um, anyway. I'm all about speed and boosting my critical chance (so yes, I'm a rogue). Slow attacks leave me too vulnerable. The thing is that speed doesn't mean weak. But if that's the conundrum you want to present, then I still go with speed. I can get away from your slow blows.
 

Roselina

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i always go for speed since you can add a stun attack to them even if it has a low chance it will still effect more often since there are more hits.
 

twistedmic

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I usually start off with a series of quick attacks to weaken an enemy then finish them off with a powerhouse attack.
 

BboyGrylls

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viranimus said:
In video games? Faster attacks. The reason why is that they are balanced improperly to favor martial arts styles... cause.. well it looks better.

In a real life fight? Power. Ive fought several "Martial artists" who throw half a dozen punches and kicks in the time it takes for me to land one shot that takes them out.

In a fight Size & Power > Speed and agility.
yeah, and Speed+Power > Size+power

been boxing for years, and i've seen some big dudes get nailed sweetly when they depend on size and power.

Fast doesn't mean weak ... but you're right in a sense, you do need power behind that speed.

The reason speed and power go together so well is because they complement each other perfectly .. power is amplified by speed and speed is amplified by power .. agility being the only useless trait in a real fight
 

let's rock

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Depends on the total damage per second. If I can hit them 10 times in 5 seconds, each doing 1 damage, versus 1 time in 5 seconds, doing 10 damage, they are the same. Also, if it is where the high damage one is a one hit kill, but slow, like most games shotguns, then that, but if the shotgun can't kill in one hit, then the games machine gun or equivelent, because it fires faster. Really, I choose based on how many people I can kill in a set ammount of time, which varies on each game which weapon should be chosen
 

Extragorey

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BboyGrylls said:
agility being the only useless trait in a real fight
Say that to Muhammad Ali.

I mean seriously, how is it NOT useful if you can dodge your opponent's every attempt to make contact with their fist?
And using their own momentum against them sometimes works too. You have to be good, sure, but it pays off.
 

BboyGrylls

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Extragorey said:
BboyGrylls said:
agility being the only useless trait in a real fight
Say that to Muhammad Ali.

I mean seriously, how is it NOT useful if you can dodge your opponent's every attempt to make contact with their fist?
And using their own momentum against them sometimes works too. You have to be good, sure, but it pays off.
When a guys coming at you and he wants to really hurt you it's gonna be either fight or run .. if you choose to run .. agility = awesome..
But if you choose to fight then i can guarantee "dodging" will be the last thing on your mind ... in a boxing match people can't grab your shirt, flurry at you like a madman, kick/knee you in the balls or any of that awesome stuff you won't get away with in a CONTROLLED combat environment.
90% of the time fights on road are too up close and personal to start considering dodging ... once i successfully learned to parry, dodging became only useful for the ring. Parry, aim for the sweet spot on the jaw. that's all you really need on the street depending on who you're fighting, dodging isn't useless .. but it's a huge waste of energy and if you're not thinking clearly you're eventually going to "dodge" right into a hook
 

Johnny Impact

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Depends on the game and the enemy. If I know a single strong hit can destroy the enemy I'm fighting, I go with that. If I'm fighting a lumbering boss who will hit me in the time it takes to build up my Great Cleave, I poke him with my dirk instead.

Range is also an issue. I like to fire a softener, a rocket or something, before closing. But it has to be something big or it won't be worthwhile. Shuriken just don't hurt enough.

In real life there's a problem with your conundrum. Just because an attack is fast does not mean it has a weak effect. I can jab my fingers into your throat or eyes pretty fast, you better believe it won't feel weak when you suddenly go blind or can't breathe.